Rémi Verschelde
6a4e7198c5
Style: apply clang-format (5.0.0) to current source
2017-12-11 15:31:49 +01:00
Rémi Verschelde
9d598833d2
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:11:45 +02:00
Marcelo Fernandez
647c4ae5bf
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-18 12:10:21 -03:00
Rémi Verschelde
938dc07b2b
Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1
...
Implement time scaling for the rasterizer (2.1)
2017-08-17 11:43:58 +02:00
Rémi Verschelde
e9b045d9e5
Add "Godot Engine contributors" copyright line
2017-04-08 00:45:24 +02:00
Pedro J. Estébanez
b4119f4fe9
Implement time scaling for the rasterizer
...
which affects 3D particles and the TIME uniform
2017-03-20 19:58:22 +01:00
Rémi Verschelde
f8db8a3faa
Bring that Whole New World to the Old Continent too
...
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6
.
2017-03-19 00:36:26 +01:00
Rémi Verschelde
d8223ffa75
Welcome in 2017, dear changelog reader!
...
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
2017-01-12 19:15:30 +01:00
Pedro J. Estébanez
887b1de1db
Add/expose VisualServer::get_default_clear_color()
...
(cherry picked from commit 753ba67d65
)
2016-10-31 00:00:55 +01:00
Ovnuniarchos
5653ac41f9
Mouse hotspot is not honored.
...
(cherry picked from commit 8fcd92c38a
)
2016-09-18 23:15:32 +02:00
Juan Linietsky
0e6e0ed0e5
Merge pull request #5533 from Hinsbart/cursor_atex
...
Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde
f40f360a2c
Remove unused variables (fourth pass) + dead code
...
Also fix a potential regression from 3fcb9b1ec1
.
2016-07-08 16:47:55 +02:00
Andreas Haas
91add16300
Can use AtlasTextures as custom mouse cursor.
...
fixes #3957
2016-07-03 19:36:12 +02:00
Geequlim
fdf914e53e
Add texture region support for stylebox render
2016-06-05 00:45:53 +08:00
Juan Linietsky
8be2fabbe5
Changed import workflow
...
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Juan Linietsky
d3495b128a
-Improve resource previews
...
-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Juan Linietsky
89d87294db
ability to shrink all images x2 on load
...
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Rémi Verschelde
aec4f57f95
Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
...
Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Saracen
24bc7d8db7
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.
2016-03-12 16:51:17 +00:00
Hubert Jarosz
7b07bcaf44
fix six possible "divide by zero"
2016-03-09 00:18:23 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Saracen
7fecebd8a8
Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
...
Conflicts:
servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Saracen
de5281c398
Ability to colourize baked lighting in real time.
2016-02-06 18:03:20 +00:00
Juan Linietsky
199a29b353
Merge pull request #3184 from vnen/update-copyright-2016
...
Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
7879efc50b
Make both lights and occluders stop working if hidden, fixes #2437
2016-01-01 10:45:24 -03:00
Juan Linietsky
428984ec0c
-New mask mode for lights, makes using masks MUCH easier.
2015-12-08 20:25:08 -03:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
...
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
Juan Linietsky
63033aa646
Merge branch 'master' of https://github.com/okamstudio/godot
2015-10-17 10:30:08 -03:00
Juan Linietsky
ab22203791
misc cleanup
2015-10-17 10:29:54 -03:00
Juan Linietsky
b217e1417a
Merge pull request #2479 from firefly2442/cppcheck-unusedvars
...
ran cppcheck, found unused variables
2015-10-17 10:25:36 -03:00
Zher Huei Lee
7f001a2c76
nested clipping of canvas items now works
2015-10-05 11:50:16 +01:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
...
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
firefly2442
afbb6c064c
ran cppcheck, found unused variables
2015-09-16 15:35:30 -05:00
steve
b0e5031f1f
ios now displays splash screen between launch image and main scene, instead of a black screen
2015-09-10 15:01:02 -07:00
Juan Linietsky
b0aa49accb
merged some stuff for okam
2015-09-03 23:24:55 -03:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
...
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
b524b40fdc
-fixed many memory initialization issues
...
-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
Juan Linietsky
5c6b31c024
-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
2015-04-30 11:34:24 -03:00
Juan Linietsky
ec00cd5c41
-Resolved light clipping issue due to wrong global rect cache, fixes #1722
2015-04-25 10:32:34 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
...
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
Juan Linietsky
3e20391bf6
-Changed bootsplash option to use a file, fixes #1539
...
-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
...
-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
7fc4059b13
read depth fixes
2015-03-31 17:57:16 -03:00
Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
53e1694e1e
New option to send canvas to render buffer
...
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
...
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00